#version 330 core
layout(location = 0) in vec3 vertex_pos;
layout(location = 1) in vec2 texture_pos;

out vec2 tex_coords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
  gl_Position = projection * view  * model * vec4(vertex_pos, 1.0);
  tex_coords = texture_pos;
}